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![Kobold](http://cdn.paizo.com/image/avatar/d1_avatar.jpg)
Sebastian Hirsch wrote:I'm willing to pay serious money for an app that lets you input the lighting conditions/spells+level and then tells you what the actual lighting conditions are.Blackbot wrote:Sebastian Hirsch wrote:Preparing to run a certain superdungeon has tough me, that light sources are very important, and it is worth remembering people that most races can't sneak attack in areas of dim light....I felt better when I was blissfully unaware of this fact. Damn you, Sebastian!Yeah, once you start doing your research into the whole Darkness/continual flame/Daylight cluster..problem, it is pretty hard to stop.
It's not like there's a bunch of "this many steps up, then this many steps down, but then also another step up" types of calculations. In practice, pretty much every commonly-used light source is completely removed from the equation within the area of a darkness effect, so determining the final light level is actually simpler than most people realize.
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Jason Wu |
![Qilzar Agha Bagoas](http://cdn.paizo.com/image/avatar/PF23-12.jpg)
BigNorseWolf wrote:Stealth: You cannot just go into stealth like invisibility. You need something to hide behind.This was actually changed in the most recent printing of the CRB.
You can make a Stealth check, leave cover, walk up to your opponent in a bright room, and Sneak Attack them.
Hopefully you can then go invisible as a swift action to do it all over again next round. :)
Fighting my ninja/shadowdancer has got to be an exercise in frustration, especially after he got spring attack.
-j
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![Elan](http://cdn.paizo.com/image/avatar/Avatar_Elan.jpg)
OK... some of mine.
- Non-Lethal Damage. When you add your lethal and non-lethal damage and the total equals or exceeds 0, the character is unconscious.
When the total equals 0, you are staggered. When that happens your nonlethal damage equals your current hit points.
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![Aron Kir](http://cdn.paizo.com/image/avatar/PZO9074-Aron.jpg)
Seeing as there's clearly quite a lot of areas where there's confusion, does anyone have recommendations for resources to help resolve the confusion? I know there's plenty of grapple flow charts and cheat sheets out there. Are there ones for fly, light/darkness, or any of the other topics brought up here?
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![Ruan Mirukova](http://cdn.paizo.com/image/avatar/A10-Kidnapped-Brother.jpg)
Kneeling or sitting provides +2 AC against Ranged Attacks, while -2 AC against Melee. Had to tell a few players why the archers had high AC.
Also, dropping prone is a Free Action. So you can use the Total Defense action, move, and drop Prone to gain +8 AC against Ranged attacks (+10 if you have 3 ranks in Acrobatics).
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![Welton Grompus](http://cdn.paizo.com/image/avatar/PZO9522-Baker.jpg)
thaX wrote:When the total equals 0, you are staggered. When that happens your nonlethal damage equals your current hit points.OK... some of mine.
- Non-Lethal Damage. When you add your lethal and non-lethal damage and the total equals or exceeds 0, the character is unconscious.
Ah... Thank you.
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![Kobold](http://cdn.paizo.com/image/avatar/d1_avatar.jpg)
Cao Phen wrote:So you can use the Total Defense action, move, and drop Prone to gain +8 AC against Ranged attacks (+10 if you have 3 ranks in Acrobatics).WHAAAAAAA!? I must utilize this some time! I like having +10 AC!!
Yeah, but at the cost of actually accomplishing anything that round. A tool to be sure, but a very situational one.
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Brigg wrote:Yeah, but at the cost of actually accomplishing anything that round. A tool to be sure, but a very situational one.Cao Phen wrote:So you can use the Total Defense action, move, and drop Prone to gain +8 AC against Ranged attacks (+10 if you have 3 ranks in Acrobatics).WHAAAAAAA!? I must utilize this some time! I like having +10 AC!!
Not a terribly narrow one for casters.
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![Ogre](http://cdn.paizo.com/image/avatar/ogre.jpg)
Jiggy wrote:Not a terribly narrow one for casters.Brigg wrote:Yeah, but at the cost of actually accomplishing anything that round. A tool to be sure, but a very situational one.Cao Phen wrote:So you can use the Total Defense action, move, and drop Prone to gain +8 AC against Ranged attacks (+10 if you have 3 ranks in Acrobatics).WHAAAAAAA!? I must utilize this some time! I like having +10 AC!!
The dropping prone part isn't terribly limiting to casters, but the going Total Defense is as limiting to casters as it is to anyone else.
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![Lem](http://cdn.paizo.com/image/avatar/PZO1125-Lem_90.jpeg)
Brigg wrote:Yeah, but at the cost of actually accomplishing anything that round. A tool to be sure, but a very situational one.Cao Phen wrote:So you can use the Total Defense action, move, and drop Prone to gain +8 AC against Ranged attacks (+10 if you have 3 ranks in Acrobatics).WHAAAAAAA!? I must utilize this some time! I like having +10 AC!!
I like knowing situational stuff. With this one, in particular, I can still use a swift and immediate action in the round. Also, the move action can be spent on any useful move-equivalent action. Of course, this is obviously not a thing you want to utilize if you're a martial character. You should be hitting things; not huddling in defense.
I just realized...combine this little tidbit with the Potion Glutton feat! Move to draw potion, Prone as free, Total Defense as Standard, Drink as swift!
Hmm.........
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What's in the box? |
![Activation Cube](http://cdn.paizo.com/image/avatar/treasures-TheBox.jpg)
Kigvan wrote:This seems to be contradicted in the Monkey See, Monkey Do Blog.
Jason Bulmahn wrote:The Handle Animal skill functions similarly no matter how intelligent an animal becomes. A character must still make Handle Animal checks to train his animal and get him to perform the appropriate tasks.Again, that's referring to animals specifically, not magical beasts. The PRD section I quoted makes the distinction between the two:
PRD wrote:Sentient Companions - Paladin bonded mounts, familiars, and cohorts fall into this category, and are usually player-controlled companions.
...
Nonsentient Companions - Animal companions, cavalier mounts, and purchased creatures (such as common horses and guard dogs) fall into this category. You can direct them using the Handle Animal skill, but their specific behavior is up to the GM.
Ok... so say your cleric/heal-bot cohort chose INT as a dump stat and had only an 8, then got a Bestow Curse he couldn't shake off that applied a -6 penalty to INT... Is he now controlled by the GM? Would the results change if it was INT damage? INT drain? Or does his innate NON-animaly-ness prevent him from GM control in this method (obviously GM could still dominate, possess, etc.)
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![Bluespawn Stormlizard](http://cdn.paizo.com/image/avatar/TSR95053-30.jpg)
- Non-Lethal Damage. When you add your lethal and non-lethal damage and the total equals or exceeds 0, the character is unconscious. When the total Non-Lethal damage equals your total HP, any further Non-Lethal damage it turned to add to the tally for Lethal Damage. The character only dies when your Lethal damage goes to below your con. (That is, when a character with 50 hps and 10 Con takes the total of 110 Non-Lethal Damage)
Barbarian: I cut into his left skull with my axe and *rollsdice* deal 1 point of damage!
Bard: I club him over the back of his right skull with my sap and *rollsdice* deal 1 point of non-lethal damage!GM: 1+1 = 2 > 0 Demagorgon is unconscious! You win the battle!
Just kidding, I know what you meant. I usually explain that lethal damage is counting down, and non-lethal is counting up,*includes appropriate hand gestures*. When the two match, you fall unconscious.
It comes up less often, but Flyby Attack does not equal Spring Attack.
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Daniel Wheeler wrote:Ok... so say your cleric/heal-bot cohort chose INT as a dump stat and had only an 8, then got a Bestow Curse he couldn't shake off that applied a -6 penalty to INT... Is he now controlled by the GM? Would the results change if it was INT damage? INT drain? Or does his innate NON-animaly-ness prevent him from GM control in this method (obviously GM could still dominate, possess, etc.)Kigvan wrote:This seems to be contradicted in the Monkey See, Monkey Do Blog.
Jason Bulmahn wrote:The Handle Animal skill functions similarly no matter how intelligent an animal becomes. A character must still make Handle Animal checks to train his animal and get him to perform the appropriate tasks.Again, that's referring to animals specifically, not magical beasts. The PRD section I quoted makes the distinction between the two:
PRD wrote:Sentient Companions - Paladin bonded mounts, familiars, and cohorts fall into this category, and are usually player-controlled companions.
...
Nonsentient Companions - Animal companions, cavalier mounts, and purchased creatures (such as common horses and guard dogs) fall into this category. You can direct them using the Handle Animal skill, but their specific behavior is up to the GM.
No, because his creature type isn't animal. Unless I'm missing a rule to the contrary.
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![Darius Finch](http://cdn.paizo.com/image/avatar/7.-DariusFinch.jpg)
Natural attacks. Especially the changes from 3.5.
1. Unarmed strikes are not natural attacks.
2. All natural attacks become secondary natural attacks when used in conjunction with manufactured weapons or unarmed attacks.
3. When you only have 1 natural weapon and do not use it in conjunction with any manufactured weapon or unarmed strike, it is always made at full BAB and x1.5 STR bonus to damage, regardless of whether it is a primary or secondary natural weapon.
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![Legion Archon](http://cdn.paizo.com/image/avatar/PZO1120-Legion_90.jpeg)
Sebastian Hirsch wrote:I'm willing to pay serious money for an app that lets you input the lighting conditions/spells+level and then tells you what the actual lighting conditions are.Blackbot wrote:Sebastian Hirsch wrote:Preparing to run a certain superdungeon has tough me, that light sources are very important, and it is worth remembering people that most races can't sneak attack in areas of dim light....I felt better when I was blissfully unaware of this fact. Damn you, Sebastian!Yeah, once you start doing your research into the whole Darkness/continual flame/Daylight cluster..problem, it is pretty hard to stop.
Some sort of grid (like the ones they sell for fireballs) could works here.
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nosig wrote:Flying carpets and Brooms are Mounts - and only have a +4/+5 fly check.... so to turn 90% requires a DC15, and you only have a +4 or +5 with them (and the rider doesn't use his fly skill).Really?
I wanted my Vudrani archer to ride on a flying carpet, but I put him on hold until I could figure out how the darn thing worked. I even ran a scenario that required the party to ride a bunch of them, and no guidance was included.
Can you show me where you read that?
Bump
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Jaswinder Aniljit wrote:Bumpnosig wrote:Flying carpets and Brooms are Mounts - and only have a +4/+5 fly check.... so to turn 90% requires a DC15, and you only have a +4 or +5 with them (and the rider doesn't use his fly skill).Really?
I wanted my Vudrani archer to ride on a flying carpet, but I put him on hold until I could figure out how the darn thing worked. I even ran a scenario that required the party to ride a bunch of them, and no guidance was included.
Can you show me where you read that?
As stated in the text, it allows you to hover without making a fly check. The unclear part to me is that it states it gives you a +5 bonus to other fly checks, but doesn't specify whether this is the bonus given by overland flight, which would be the 1/2 CL bonus to fly, or an additional magic bonus given by the item, and the two phrases of "as overland flight" and "+5 on other fly checks" are no where near each other. Also, spoken word is not a keyword or what have you like a command word is, and just telling the carpet what to do, it is unclear what type of action it should be to control it. Are these the confusions you are having? If so I'd just say expect table variation, and there appears to be no obvious way of identifying these issues.
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No, because his creature type isn't animal. Unless I'm missing a rule to the contrary.
That would be subjective, but I'd say no since the character still originally had a high int. I would rule it along the lines of Baleful Polymorph, personally - you recognize friend from foe and can act, but many abilities class features are non-functional.
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![Daji](http://cdn.paizo.com/image/avatar/PZO9269-Daji.jpg)
The distinction between ability damage and ability drain is actually quite important here.
Suppose I am playing a 9th-level wizard with Intelligence 16.
If my Int is damaged by 15 points, I can still cast ALL of my spells. I still have access to ALL of my skills. The only penalties I suffer are that all Int-based skills are made at a –7 penalty, and all of my spell save DCs are likewise reduced by 7. But I can still cast my spells, even my bonus spells.
On the other hand, if my Intelligence is drained by a mere 2 points, I lose the ability to cast 5th-level spells. If it is drained by one more point, I also lose the ability to cast 4th-level spells, and so on.
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Sense Motive checks shouldn't be called, and they are made in secret.
Which is why GMs should always check character sheets beforehand, roll a few d20s for each character and take their perception/sense motive bonuses.
ask the player if they intend to Take 10 on Sense Motive checks - my PCs always do. Saves you haveing to roll a die and then remember what my PC has ... But it's printed on my Table Tent anyway (Example: Sense Motive: -2)
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![Valeros](http://cdn.paizo.com/image/avatar/PZO9435-Valeros_90.jpeg)
The rules about deities, worship, and alignment as they regard inquisitors, paladins, cavaliers of the order of the star, and samurai of the order of the star in PFS.
Characters may elect to worship an evil god, but must always be within one alignment step of their chosen deity.
Clerics, inquisitors, paladins, cavaliers of the order of the star, and samurai of the order of the star must choose a deity as all classes in Golarion that receive spells and abilities from a specific divine source receive their powers from a deity.
As I understand it, and as Steven/Dragnmoon posted in the first post in the cited thread:
PFS Guide pg 10 wrote:Characters may elect to worship an evil god, but must always be within one alignment step of their chosen deity.No matter what class you are if you pick a god you must be within one alignment step of your chosen God.
PFS Guide pg 10 wrote:Clerics, inquisitors, paladins, cavaliers of the order of the star, and samurai of the order of the star must choose a deity as all classes in Golarion that receive spells and abilities from a specific divine source receive their powers from a deity. Druids, oracles, and rangers are the exception to this rule. The list is not exhaustive, and divine spellcasters of any future classes whose sources are added as additional resources to the Pathfinder Society Organized Play campaign will be required to choose a deity unless otherwise specified. Otherwise, characters who do not receive powers from a divine source may choose to be atheists or to have no deity at all.So Clerics, inquisitors, paladins, cavaliers of the order of the star, samurai of the order of the star, and divine spellcasters of any future classes whose sources are added as additional resources (unless otherwise specified) are required to choose a deity. Druids, oracles, and rangers are the exception to this rule. Characters who do not receive powers from a divine source may choose to be atheists or to have no deity at all. This is fairly self-explanatory.
You can only be a divine PC who receives spells, or potentially receives spells, from a diety, as long as your PC is within one alignment step of said diety, so, as an example, a Paladin, who must be LG, can only worship a deity whose alignment is LG, NG, or LN.
In short, no Paladins of either Asmodeus or Desna, since those deities are both too far away alignment-wise.
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![Nyrissa](http://cdn.paizo.com/image/avatar/PZO9036-Nyrissa.jpg)
You can only be a divine PC who receives spells, or potentially receives spells, from a deity, as long as your PC is within one alignment step of said diety, so, as an example, a Paladin, who must be LG, can only worship a deity whose alignment is LG, NG, or LN.
I believe that this was been slightly expanded. If you are a character of any class that has a feat or trait which has worship of a particular deity as it's prereq, you must also be within one alignment step in order to get any benefit from that feat or trait.
On the other hand, if you receive no mechanical benefit *whatsoever* you can "venerate" any deity, regardless of your alignment. I have a couple of characters who venerate LG deities despite being more than one step from LG. They spend much of their time feeling guilty for not living up to their chosen deities ideals, but it's all roleplay.
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On the other hand, if you receive no mechanical benefit *whatsoever* you can "venerate" any deity, regardless of your alignment. I have a couple of characters who venerate LG deities despite being more than one step from LG. They spend much of their time feeling guilty for not living up to their chosen deities ideals, but it's all roleplay.
You can venerate as many Deities of whatever alignment you want (it is a polytheistic world), but you must be within one alignment step of whatever it says on the Deity line of your character sheet no matter what your class is, if you receive mechanical benefits or not. See the quote from pg. 10 of the Guide to Organized Play.
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pH unbalanced wrote:You can venerate as many Deities of whatever alignment you want (it is a polytheistic world), but you must be within one alignment step of whatever it says on the Deity line of your character sheet no matter what your class is, if you receive mechanical benefits or not. See the quote from pg. 10 of the Guide to Organized Play.
On the other hand, if you receive no mechanical benefit *whatsoever* you can "venerate" any deity, regardless of your alignment. I have a couple of characters who venerate LG deities despite being more than one step from LG. They spend much of their time feeling guilty for not living up to their chosen deities ideals, but it's all roleplay.
That is not an interpretation that I agree with, in that I believe the Deity line of my character sheet is as freeform and inviolate a line as is the Character Name.
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![Lem](http://cdn.paizo.com/image/avatar/PZO9059-Lem_90.jpeg)
I got into a discussion about this the other month, this was the outcome.
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![Welton Grompus](http://cdn.paizo.com/image/avatar/PZO9522-Baker.jpg)
Why is one Step from LG be
- LG
- CG
- NG
- LN
- LE
I had thought that if one of the two is represented in the alignment, that was good to go. Is it more restrictive for characters who needs to worship a god for their class, or am I missing something?
The way I see it represented, the one step exclusively goes off the first tag (Lawful/Chaotic) and ignores neutrality. Where is this explained?
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![Ajin Ra Baqa](http://cdn.paizo.com/image/avatar/PZO9080-Ajin_90.jpeg)
@pH - I'm not saying I agree or disagree with it, just that it is the rule for PFS as stated in the Guide to Organized Play. You are free to not claim that you worship a deity and venerate any that you wish. 99% of the time it's irrelevant whether it's worship or venerate, but when an Inquisitor of (Deity Name) shows up in a scenario and casts Rebuke, it will matter what is on the deity line.
@thaX - Quoting from the PRD
Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric's alignment must be within one step of the alignment of her deity.
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taking 10 does not take 10 times as long, BUT, you still need plenty of time to take 10.
???
what?(someone cast Summon Nosig?
Taking 10 on any skill takes just as long (and no longer) as rolling in PC time. No difference. If the action takes a week game time - it takes a week taking 10 or rolling.
If it takes a move action, then it takes a move action rolling or taking 10.
In REAL time, it takes longer to roll.
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![Seoni](http://cdn.paizo.com/image/avatar/PZO1118-Seoni_90.jpeg)
BigNorseWolf wrote:taking 10 does not take 10 times as long, BUT, you still need plenty of time to take 10.
???
what?
(someone cast Summon Nosig?Taking 10 on any skill takes just as long (and no longer) as rolling in PC time. No difference. If the action takes a week game time - it takes a week taking 10 or rolling.
In REAL time, it takes longer to roll.
I don't think he was saying it took more time, just a silly rhyme about the fact that you can't do it when under a time crunch (ie, in Initiative)
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nosig wrote:I don't think he was saying it took more time, just a silly rhyme about the fact that you can't do it when under a time crunch (ie, in Initiative)BigNorseWolf wrote:taking 10 does not take 10 times as long, BUT, you still need plenty of time to take 10.
???
what?
(someone cast Summon Nosig?Taking 10 on any skill takes just as long (and no longer) as rolling in PC time. No difference. If the action takes a week game time - it takes a week taking 10 or rolling.
In REAL time, it takes longer to roll.
It is rather common to have players/judges who feel that Take 10 takes longer... This is a very common error.
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![Katapesh Sailor](http://cdn.paizo.com/image/avatar/sinbadsailor2.jpg)
Jaswinder Aniljit wrote:As stated in the text, it allows you to hover without making a fly check. The unclear part to me is that it states it gives you a +5 bonus to other fly checks, but doesn't specify whether this is the bonus given by overland flight, which would be the 1/2 CL bonus to fly, or an additional magic bonus given by the item, and the two phrases of "as overland flight" and "+5 on other fly checks" are no where near each other. Also, spoken word is not a keyword or what have you like a command word is, and just telling the carpet what to do, it is unclear what type of action it should be to control it. Are these the confusions you are having? If so I'd just say expect table variation, and there appears to be no obvious way of identifying these issues.nosig wrote:Flying carpets and Brooms are Mounts - and only have a +4/+5 fly check.... so to turn 90% requires a DC15, and you only have a +4 or +5 with them (and the rider doesn't use his fly skill).Really?
I wanted my Vudrani archer to ride on a flying carpet, but I put him on hold until I could figure out how the darn thing worked.
Can you show me where you read that?
All of that, especially including how it's phrased, plus nosig mentioning that he treats it as a "mount".
A mount is a very specific game term, and his mention is the first I've ever heard of it. Since this is a "commonly misunderstood rules" thread, and he seemed to be sure of his answer, I was simply curious as to where he read it.
But, AFAICT, it's just his houserule.
You can't (normally) make a full attack if your mount moves more than 5ft (archery excluded). You can gain cover, fast dismount, and so on with a mount, using the Ride skill (and not the Fly skill). Spirited Charge, Wheeling Charge. Oh, and what happens if one person makes the Ride checks, moves the carpet. Can a passenger still make a full attack?
To me, it's an incredibly broken item that needs a full rewrite, as I believe it is unusable in its current state.
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![Agath](http://cdn.paizo.com/image/avatar/Agat_finish.jpg)
Why is one Step from LG be
- LG
- CG
- NG
- LN
- LE
I had thought that if one of the two is represented in the alignment, that was good to go. Is it more restrictive for characters who needs to worship a god for their class, or am I missing something?
The way I see it represented, the one step exclusively goes off the first tag (Lawful/Chaotic) and ignores neutrality. Where is this explained?
Look in the CRB at the chart of alignments in Chapter 5. You measure the steps that way.
Chaotic good is two steps away from Lawful Good on that chart. So, you would go from "Lawful" to "Neutral" to "Chaotic", and thus, chaotic is 2 steps away.
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![Seoni](http://cdn.paizo.com/image/avatar/PZO1118-Seoni_90.jpeg)
Look in the CRB at the chart of alignments in Chapter 5. You measure the steps that way.
Chaotic good is two steps away from Lawful Good on that chart. So, you would go from "Lawful" to "Neutral" to "Chaotic", and thus, chaotic is 2 steps away.
I've always found it hilarious that by this measure, the banned LE is actually one step closer to having their views align with a Paladin's than the perfectly permitted CN :)
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Mark Stratton wrote:I've always found it hilarious that by this measure, the banned LE is actually one step closer to having their views align with a Paladin's than the perfectly permitted CN :)Look in the CRB at the chart of alignments in Chapter 5. You measure the steps that way.
Chaotic good is two steps away from Lawful Good on that chart. So, you would go from "Lawful" to "Neutral" to "Chaotic", and thus, chaotic is 2 steps away.
That is because the LG & LE share at least a similarity of viewpoint, form the Lawfulness, whereas the LG and the CN have differing views on most everything. Which is why the Society pays good money to keep those CNs interested in doing what the Society wants...
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Kurthnaga wrote:Jaswinder Aniljit wrote:As stated in the text, it allows you to hover without making a fly check. The unclear part to me is that it states it gives you a +5 bonus to other fly checks, but doesn't specify whether this is the bonus given by overland flight, which would be the 1/2 CL bonus to fly, or an additional magic bonus given by the item, and the two phrases of "as overland flight" and "+5 on other fly checks" are no where near each other. Also, spoken word is not a keyword or what have you like a command word is, and just telling the carpet what to do, it is unclear what type of action it should be to control it. Are these the confusions you are having? If so I'd just say expect table variation, and there appears to be no obvious way of identifying these issues.nosig wrote:Flying carpets and Brooms are Mounts - and only have a +4/+5 fly check.... so to turn 90% requires a DC15, and you only have a +4 or +5 with them (and the rider doesn't use his fly skill).Really?
I wanted my Vudrani archer to ride on a flying carpet, but I put him on hold until I could figure out how the darn thing worked.
Can you show me where you read that?
All of that, especially including how it's phrased, plus nosig mentioning that he treats it as a "mount".
A mount is a very specific game term, and his mention is the first I've ever heard of it. Since this is a "commonly misunderstood rules" thread, and he seemed to be sure of his answer, I was simply curious as to where he read it.
But, AFAICT, it's just his houserule.
You can't (normally) make a full attack if your mount moves more than 5ft (archery excluded). You can gain cover, fast dismount, and so on with a mount, using the Ride skill (and not the Fly skill). Spirited Charge, Wheeling Charge. Oh, and what happens if one person makes the Ride checks, moves the carpet. Can a passenger still make a full attack?
To me, it's an incredibly broken item that needs a full rewrite, as I believe it is unusable in its...
feel free to go
Hereand FAQ it. The thread is a few years old, and still un-resolved, but seemed to be that more than just I thought the Flying Carpet and Broom of Flying (and now the Caldren) should be treated as a mount.
Then there is the feat Mounted Blade - which does say you can use it while on a Carpet or Broom (a feat which requires you to do a Ride By Attack).
Mounted Blade
Prerequisites: Ride 3 ranks, Mounted Combat, Ride-by Attack, base attack bonus +1.
Benefit: When you use the Ride-by Attack feat, if your attack hits, you may also make an attack against a target adjacent to your original target. This additional attack has a -5 penalty to the attack roll. You may use this feat whether riding a mount or using a flying item such as a broom of flying or carpet of flying.
Can you use Ride-by Attack when NOT mounted? or are you using a carpet of flying while mounted on something else?
Edit: here's another thread pointing out that Flying Carpets don't give the user Overland Flight and the Mount rules apply:
Spring attack and magic carpet
So, it's not just "nosigs house rule"
I actually think it should use the vehicile rules when more than one person rides on it - but that actually IS my house rule...
IMHO, the RAI would use it as a mount. 'Cause a creature "rides on it".
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One rule that seems to come up a lot is elves thinking they are automatically proficient in elven curve blades due to weapon familiarity.
Explaining to someone that their (rogue/inquisitor/bard/et al) also need to be proficient in martial weapons, and that being an elf is not enough, leads to lots of disappointment.
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That being said, I recognize the ambiguity in the item and wouldn't argue if a different GM ruled it just grants overland flight.
I don't see how, on a larger carpet, a passenger would be denied their full round. The carpet moves on the controllers turn, so the passengers should still have their actions as far as I can tell.